Mobile Networked Gaming System

ABSTRACT

A mobile networked gaming system wherein a downloadable game client application connects a player to at least one game server (or wireless network), wherein the at least one game table is hosted on said game server. The game server (or wireless network) provides game operations and displays for transmission to the game client application and a display including at least one screen display including at least one lobby screen display from which a player can manually request to be seated at one or more of a plurality of virtual game positions in one or more of a plurality of multi-player or single-player games. Furthermore, a selectable automated seating option is available for automatically seating a player at one or more of a plurality of virtual game positions, wherein a player is directly seated when the player logs-in to the mobile networked gaming system. Embodiments of the present invention are disclosed as a mobile poker client application and a mobile casino client application incorporating the above features.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of priority from internationalpatent application number PCT/IB2006/002153, filed Jul. 26, 2006.

BACKGROUND OF THE INVENTION

A. Field of the Invention

The present invention is directed to a mobile networked gaming systemhaving one or more games available to the user.

B. Description of Related Art

Several categories of networked gaming systems are well known in theprior art. A networked gaming system may be a web-based java applicationoperable on a computer, for example, Yahoo! Games. Further, a networkedgaming system may be in the form of a downloadable software applicationthat has a unique graphical user interface (GUI) and may connect to thenetwork via a backend of the software, for example, the PartyPoker.comclient application. Even further, a networked gaming system may be inthe form of a networked video game console wherein several playersplaying a game are connected to a network through their video cameconsoles (e.g. Xbox). Other categories of networked gaming systems areapparent to those persons having ordinary skill in the art.

Furthermore, a networked gaming system may be operable on a mobile phoneor other wireless device. Wireless technology has evolved greatly overthe past decade allowing users to download and play games on theirmobile devices. Games may be downloaded to the wireless device through awireless network. Games may also be pre-installed on the wireless devicewhen the user purchases the wireless device. Generally, a connection tothe wireless network is not required for a user to play a downloadedgame because the game may be a single-player game. According to at leastone research agency, the market for downloadable mobile games will growsix-fold over the five-year period 2005 to 2010. It is expected that thenumber of consumers using downloadable games will grow from 32 millionin 2005 to 220 million in 2009.

As wireless technology advances, more games will utilize the wirelessnetwork so that multiple users connected to a wireless network may playgames against one another. These types of games are generally called“multi-player” games.

Furthermore, in recent years online gaming has reached record highs, duein part to the increase in gaming options such as poker, online casinogames, and online (sports) betting. Some forecasters believe that withthe widespread penetration of mobile phones, poker/casino/betting trendwill carry over from the PC to the wireless device.

It comes as no surprise that many companies that operate networkedgaming systems on computers or elsewhere are moving forward withimplementing a mobile phone version of their applications. Some of theconsiderations during this transition to wireless devices may include:building a profitable mobile gaming customer base, educating theconsumer on mobile gaming opportunities, adjusting the game play to makethe best use of the mobile format (small screens). Other considerationsmay include installing an accessible and time-effective customerregistration process suitable for the keyboard restraints of the mobiledevice, creating a good user experience on the mobile device,implementing effective billing models and registration processes,encrypting transactions to ensure secure billing, or ensuring that anyage verification processes are in place. Another important considerationmay be to design games to suit the limitations of mobile phonetechnology. Besides having a relatively small screen and limitedkeyboard capabilities, mobile phones also have limited battery life,memory, and processing capabilities.

Some networked gaming system operators have implemented “scaled-down”mobile phone versions of their networked gaming systems. These“scaled-down” mobile phone versions generally do not offer the samegaming choices to the user as a standard PC-based networked gamingsystem because of the limitations of the mobile technology, includingthe small screen, limited keyboard, limited battery life, limitedmemory, and limited processing capabilities. For example, one operatoroffers only casino games (slots, blackjack, roulette, instant-winscratch card, etc.) on their mobile platform, but the same operatoroffers poker (Hold'em, 7-card stud, Omaha, etc.) in addition to casinogames on their standard PC-based platform. Other operators have acasino, a poker room, and also a sports betting console on theirstandard PC-based platform, but offers only a sports betting console ontheir mobile platform. In most cases, operators do not have a pokerclient available on their mobile platform because it is simply toodifficult to create a mobile poker client that would give the user anenjoyable experience. Even if an operator has a mobile poker client,generally this mobile client offers only a single-player poker gamewhere the user plays against an imaginary computer-controlled player.

Because of the technical barriers, only a few networked gaming systemoperators have launched mobile multi-player poker clients. One of themost advanced multi-player mobile poker operators only offers “limit”poker, meaning that during each betting round a player may either“fold,” “call,” “bet” a pre-defined amount, or “raise” a pre-definedamount. (Limit poker, unlike no-limit poker, does not allow a user tobet/raise to any amount but limits the player to bet/raise a pre-definedamount). As mobile phones become more advanced and the users become moresophisticated, an operator that offers only one game type (i.e. “limitpoker”) will not endure in the marketplace.

As more game types are added to a given mobile gaming system, the usermay have to navigate through multiple menus to access a game that theuser intends to play. Because of the limited memory and processingcapabilities of mobile phones, the mobile phone may “freeze” or time-outas the user navigates through the one or more menus as the user tries toaccess a game. This “freezing” problem is one of the problems withcurrent mobile networked gaming systems. There are simply too many menusthat a user must navigate to access a game, causing the mobile phone orother wireless device to freeze or timeout.

As multiple game types are added to mobile networked gaming systems, thenumber of games available from single operator may be very large. Forexample, for the game of poker there may be multiple game types (LimitHold'em, No-Limit Hold'em, Pot-Limit Hold'em, Omaha, 7-Card Stud, Razz),multiple game styles (cash game, tournament, sit-and-go, freeroll), andmultiple game stakes (“$0.05/$0.10 Limit” through “No-Limit”). Thus,there may be many variations of poker available to the user of themobile networked gaming system.

Navigating a PC-based poker client is already very challenging for somenovice users, so the added complexity of trying to navigate a myriad ofchoices on a mobile phone would undoubtedly turn a novice user away fromthe mobile gaming system. Furthermore, because of the limited memory andprocessing capacity of mobile phones, navigating through multiple menusto find a game may cause the mobile phone to “freeze” or time-out.

Moreover, once a user has located a game that the user would like toplay (either on a PC or mobile device), and has further located thedesired variation of that specific game, the user may not be able toplay the game because all available player positions or tables are fullfor that specific variation of the game. This may be a common concernfor users who like to play popular games because any availableposition/seat is filled almost instantly after it becomes vacant. Thisis a major concern for networked gaming system operators and mobilenetworked gaming system operators because users may become frustratedand decide not to play on that particular networked gaming system in thefuture. A partial solution to the seating problem is allowing users tojoin a “waiting list” for that specific game. Having a “waiting list” ishelpful, but a waiting list is not fully effective because of itsinherent deterrent effects. Some users may not want to join a waitinglist because they are either impatient, are very selective about thegame table they play at, or otherwise. Further, when users are waiting,they are not playing. This may cause a decrease in revenue for thenetworked gaming system operator or possibly a reduction in the revenuethat the networked gaming system operator may earn through advertising.

Attempts have been made to alleviate some of the problems users facewhen trying to connect to a specific game of a networked gaming systemor mobile networked gaming system. A particular PC-based poker client,not a mobile client, has a feature called “QuickSeat” that lets playersbypass the lobby and choose which limit, game type, and stakes theywould like to play. But, the QuickSeat feature may not fully solve theproblems associated with mobile networked gaming systems having aplurality of games available to the user. First, the QuickSeat featurehas only three fields by which the user may narrow the game selectionprocess. Second, the QuickSeat feature does not automatically “buy-in”to the table (i.e. take money out of the user's account and sit at thetable with that money). Once a table has been found that meets the threesearch criteria, the user must manually select how much money he wouldlike to take to that table. Third, the QuickSeat feature cannot save auser's preferences and automatically seat a player at a table that meetsvarious user-defined criteria. A player using the QuickSeat feature mustre-enter his search criteria each time the user logs in to the networkedgaming system.

BRIEF SUMMARY OF THE INVENTION

A mobile networked gaming system wherein a downloadable game clientapplication connects a player to at least one game server (or wirelessnetwork), wherein the at least one game table is hosted on said gameserver. The game server (or wireless network) provides game operationsand displays for transmission to the game client application and adisplay including at least one screen display including at least onelobby screen display from which a player can manually request to beseated at one or more of a plurality of virtual game positions in one ormore of a plurality of multi-player or single-player games. Furthermore,a selectable automated seating option is available for automaticallyseating a player at one or more of a plurality of virtual gamepositions, wherein a player is directly seated when the player logs-into the mobile networked gaming system. Embodiments of the presentinvention are disclosed as a mobile poker client application and amobile casino client application incorporating the above features.

In one embodiment, the present invention is incorporated into a mobilenetworked gaming system application, such that when a user logs in tonetworked gaming system, the user is immediately taken to his preferredgame.

These and other features and advantages are evident from the followingdescription of the present invention, with reference to the accompanyingdrawings.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

FIG. 1 is a diagram of an embodiment of the present invention, morespecifically of a mobile device that incorporates the present invention.

FIG. 2 is a diagram of an embodiment of the present invention, morespecifically of a mobile device that incorporates the present inventionwherein a user has logged-in.

FIG. 3 is a diagram of an embodiment of the present invention, morespecifically of a mobile device that incorporates the present inventionwherein a user has logged-in.

FIG. 4 is a diagram of an embodiment of the present invention, morespecifically of a mobile device that incorporates the present inventionwherein a user has logged-in and accessed a “My Account” option.

FIG. 5 is a diagram of an embodiment of the present invention, morespecifically of a mobile device that incorporates the present inventionwherein a user has logged-in and accessed a “Favorites” option.

FIG. 6 is a flowchart of the typical steps a user takes to sit at a gametable.

FIG. 7 is a flowchart of the typical steps a system takes toautomatically sit a user at a game table.

FIG. 8 is a screen shot of an error message that a user may see whenattempting to access a table with insufficient funds.

FIG. 9 is a diagram of an embodiment of the present invention, morespecifically of a mobile device that incorporates the present inventionwherein a user has logged-in and accessed a “Manage My Favorites”option.

FIG. 10 is a diagram of an embodiment of the present invention, morespecifically of a mobile device that incorporates the present inventionwherein a user has logged-in and accessed an “Edit Favorites” option.

FIG. 11 is a diagram of an embodiment of the present invention, morespecifically of a mobile device that incorporates the present inventionwherein a user has logged-in and accessed an “Edit Favorites” option.

FIG. 12 is a diagram of an embodiment of the present invention, morespecifically of a mobile device that incorporates the present inventionwherein a user has accessed a mobile poker client lobby.

FIGS. 13-15 are screen shots filters accessible at a mobile poker clientlobby.

FIG. 16 is a diagram of an embodiment of the present invention, morespecifically of a mobile device that incorporates the present inventionwherein a user has accessed a mobile poker client lobby and has select aspecific game table.

FIG. 17 is a diagram of an embodiment of the present invention, morespecifically of a mobile device that incorporates the present inventionwherein a user has accessed a mobile poker client lobby and has selectto see more information about a specific game table.

FIG. 18 is a diagram of an embodiment of the present invention, morespecifically of a mobile device that incorporates the present inventionwherein a user has accessed a mobile poker client lobby and hasregistered for a poker tournament.

FIG. 19 is a screen shot of an embodiment of a “More Info” screen for apoker tournament.

FIG. 20 is a diagram of an embodiment of the present invention, morespecifically of a mobile device that incorporates the present inventionwherein a user has accessed a mobile casino client lobby.

FIGS. 21-22 are screen shots of filters accessible at a mobile casinoclient lobby.

DETAILED DESCRIPTION

The description herein describes an embodiment of the present invention,wherein the invention is incorporated into a mobile phone that isconnected to a wireless network. Persons having ordinary skill in theart recognize that the invention is not limited to those embodimentsdiscussed herein.

A. Downloading the Game Client Application

There are a plurality of ways that a user may download a game clientapplication to a user's mobile phone. First, a user may navigate theInternet on a PC to a website where the user may enter the phone numberof his mobile phone. In a few moments, the user may receive an SMS(Text) Message or WAP Push on the mobile phone with a link to downloadthe application. The user may need to select the link to download thegame client application. Second, the game client application may bedownloaded via SMS or text through the mobile phone. The user may text a“shortcode” to the mobile network gaming system operator with a specificmessage (e.g., “Poker”) and then the operator may send the user a SMSMessage/WAP Push with a link to download the application. The user mayneed to select the link to download the game. Other methods ofdownloading a game client application to a mobile device are also known.

B. Log-in to the Game Client Application

There are several ways for a mobile game client application to becomeactive. In one embodiment, when the mobile game client application ischosen from a list of mobile game client applications available on amobile device, the mobile gaming application may login automaticallyonce the user selects it. This type of auto-login option may bebeneficial or convenient to a user because the user may be the onlyperson to have access to that mobile device. In contrast, the mobilegaming application may be configured so that a user would have tomanually log-in with a username and password each time the user wouldlike to access the mobile gaming application. Referring to FIG. 1, anembodiment of a mobile phone is shown with a log-in screen displayed.Two text fields are visible, a username field 15 and a password field17. The user may use the keypad 16 to type in a username and passwordspecific to the user. The user may use a navigation pad 18 to move upusing an up key 11, down using a down key 12, left using a left key 13,and right using a right key 14, as necessary. In the case of a log-inscreen, as shown in FIG. 1, the user may use the down key 12 to move acursor 10 down to the password field 17 from the username field 15. Theuser may press an OK button 19 to submit a username and password.Furthermore, if the user is a new user of this application, and does nothave a username/password unique to the user, then the user may select a“New user” option by selecting a left softkey 23. This selection willtake a new user through the registration process. If the user hasaccidentally reached to the log-in screen shown in FIG. 1, the user mayselect the “Back” option by selecting a right softkey 24. Furthermore,in an embodiment of the present invention, the at least one lobby screendisplay is accessible by the mobile game client application without aplayer logging-in to the mobile game client application. A user may beable to view tables without logging in, but in order for a user to playfor real money or play money, the user may need to log in.

C. Navigation when Logged-in

FIG. 2 is an embodiment of a screen on a mobile device when a user islogged-in to his account with a username/password unique to the user. Areal balance 20 and a play balance 21 may be seen from the main screen.The real balance 20 is the total amount of real money that the user hasavailable to take to various real money game tables. The play balance 21is the amount of play money a user may take to a play money table. As isgenerally the case with most networked gambling systems, once a userexhausts all of his play money, more play money may be obtained from thegame operator at no charge to the user.

A main screen, as seen in FIG. 2, may further have several selectableoptions available to the user. The options may be numbered so that theuser may simply choose the corresponding number on the keypad 16 toselect that option. For example, by selecting the number “3” on thekeypad 16, the user would choose the “Favorites” option. Also, an optionmay be highlighted 22 and the user may use the up key 11 or the down key12 to move the highlighted 22 option up or down. The user may select ahighlighted 22 option by pressing the OK button 19. Other options mayalso be available to the user by pressing “softkey buttons.” A leftsoftkey 23 and a right softkey 24 may be available. By selecting asoftkey, a user selects the option that is visible directly above thesoftkey. As seen in FIG. 2, selecting the left softkey will choose the“Cashier” option, while selecting the right softkey 24 will select the“Logout” option.

1. Options—Overview

There may be several options available to a user once logged in. As seenin FIG. 3, may be a “Play for Real” option 31, a “Play for Fun” option32, a Favorites option 33, a Settings option 34, a Help/Support option35, a Cashier option 36, a Logout option 37, or a My Account option 38.Other options that may be available to a user would be known to personshaving ordinary skill in the art. For example, if a mobile networkedgaming operator operates several different game client applications(i.e. a poker client, a casino client, a backgammon client) then theremay be selectable options available to the user of any of these clientapplications that “links” the user directly to other client applicationsoperated by the mobile networked gaming system operator.

A “Favorites” option 33 allows users to set up a favorite games list andhave quick access to these games. This feature will be discussed indepth later.

Selecting a “Settings” option 34 may take the user to another screen,from which a user may choose various game client application settings.

Selecting a “Help/Support” option 35 may open a new screen from which auser may get help or support for the game client application. Also itmay provide frequently asked questions (FAQs) that may help the userwith problems.

A “Logout” option 37 facilitates logging out of the system.

Selecting the Cashier option 36 may take the user to a new screen wherethe user may cash-out (withdraw) money from his real balance 20, or maydeposit more money into his real balance 20. To deposit money, a usermay need to access a third party client to facilitate a transfer offunds from a credit card, debit card, bank account, or otherwise as iswell known to those having ordinary skill in the art.

Selecting a My Account option 38 may take a user to another screen fromwhich a user may change his account specific options and see all accountspecific information.

Selecting a “Play for Real” option 31 may take the user to a new screenfrom which the user may access “real money” games.

Selecting a “Play for Fun” option 32 may take the user to a new screenfrom which the user may access “play money” games.

2. Options—My Account

As seen in FIG. 4, selecting a My Account option 38, may take a user toanother screen from which account-specific features are available. Thescreen may have selectable options, like, for example, Account Info 41,My Balance and Points 42, Cashier 36, Network Status 43, Log Out 43, orother options that would be obvious to those having ordinary skill inthe art.

An “Account Info” option 41 may open a screen to a login page to view oredit account settings. If the user is already logged-in, as shown inFIG. 4, selecting the Account Info option 41 would take a user directlyto the appropriate page.

A “My Balance and Points” option 42 may open a screen an account balancepage.

A “Cashier” option 36 may open a new screen to the account cashier page.This may be the same screen accessible directly from the main screen viathe left softkey 23 as seen in FIG. 3.

A “Network Status” option 43 may check the status or strength of auser's mobile network connection.

A Logout option 37 may log a user out of the mobile networked gameclient application. If the user is already logged out, the Logout option37 may change to a Log-in option.

3. Options—Settings

Referring to FIG. 3, a “Settings” option 34, when selected, may open upa new screen that allows a user to manage his settings. It may includethe following areas. On/off sections may be represented by checkboxes.

-   3.1. Startup and Login-   3.1.1. Automatic login at start (on/off)-   3.2. Sounds-   3.2.1. Turn all Sounds (on/off)-   3.2.2. Turn Alert sound (on/off)-   3.2.3. Turn Info sound (on/off)-   3.2.4. Turn Error sound (on/off)-   3.3. Alerts-   3.3.1. Turn all Alerts (on/off)-   3.3.1.1. All following items are graphically subordinated to this    one.-   3.3.2. News & Events (on/off)-   3.3.3. Bonus offers/promotions for you (on/off)-   3.3.4. Reminders (cannot be turn off, as only coming when requested    by you)-   3.4. Sections:-   3.4.1. Poker Lobby-   3.4.2. Casino Lobby-   3.4.3. Backgammon Lobby-   3.4.4. News & Events-   3.4.5. My Account (cannot be turned off)-   3.5. Reminder-   3.5.1. First reminder: [60] minutes before tournament start-   3.5.2. Second reminder: [30] minutes before tournament start-   3.5.3. Third reminder: [15] minutes before tournament start-   3.5.4. Keep third reminder in front of monitor (on/off)-   3.5.4.1. By default this feature is on.-   3.5.4.2. This feature requires the desktop alert being active until    user clicks it away or goes to the tournament lobby.-   3.6. Get Latest Update-   3.6.1. Manually requested update starting visible updating process    of new window with updating status bar and displaying steps of    updates

4. Options—Help/Support

As seen in FIG. 3, a Help/Support option 35 may be available. Thefollowing is an embodiment of a list of selectable options available toa user who selects a Help/Support option 35 (parenthetical notes may notbe visible to a user).

-   4.1 “Send PartyMessenger to a friend” (opens email with text already    added in)-   4.2 “Help” (link to help page)-   4.3 “Messenger FAQs”-   4.4 “Legal Info & Security”-   4.4.1 “Security”-   4.4.2 “Your Privacy”-   4.4.3 “Licensed & Regulated”-   4.5 “About Us”-   4.5.1 “Legal Information”-   4.5.2 “Privacy”-   4.5.3 “Responsible Gaming”-   4.6 “System info” (opens same info as on the current client)-   4.7 “Version” (opens same info as on the current client)

5. Options—Favorites

The thrust of the present invention consists in extending in data depthand functionality a standard favorites menu. As seen in FIG. 3, a usermay select a Favorites option 33 that may open a new screen from whichthe user may set his favorites. Recall that a mobile networked gamingsystem operator may operate various mobile game client applications.Thus, favorites may be vertical-independent, i.e. a user can havemultiple favorites from various game client applications, each of whichis operated by the same mobile networked gaming system operator.Favorites may be included on an account-level, meaning that a user mayset personal favorites. For advanced systems, the mobile networkedgaming system, along with the mobile game client application, maysuggest favorites to the user based on player game history. An automatedseating option (or “AutoSeat”) of said mobile game client application isfurther selectable by the mobile networked gaming system, wherebypersonal gaming history, including but not limited to a game category, aspecific game type, stakes, or an amount of money that a player commonlyplays, may be recorded by the mobile networked gaming system and aplayer may be taken directly to a table, upon logging into the system,in accordance with the recorded personal gaming history of a player.Furthermore, based on the personal gaming history of a player, someamount of money may be taken from a player's account when seating aplayer, such that the player is seated with said amount of money usablefor game play.

The Favorites option 33 may cover three types of favorites: categoryfavorites, direct favorites, and AutoSeat favorites. Each of the threetypes requires different handling in functionality and representation.

5.1. Category Favorites

Category favorites are those of the type where a further selection bythe user is still necessary before being able to access a game. Whenselecting a category, the proper brand-specific mobile game clientapplication lobby may open up in the messaging program and the accordingsub-category opened. For example, if the user selects the categoryfavorite “Slots,” then the Casino lobby opens (if not already open) andthe category slots expands. The user may still need to select which gameto play from a general category like “Slots”. Category favorites may beconvenient for a user who enjoys playing various games located onvarious mobile game client applications, each of which is operated bythe same mobile networked gaming system operator.

5.2. Direct Favorites

Direct favorites are those of the type where a specific game can bedirectly accessed (not simply a category of games) and no additionalrefinement or action has to be done by the user. When clicking on adirect favorite, the user will directly be sent to the according game.The buy-in window opens and the user can buy in and sit down. Allstandard logic when accessing a table will be applied (e.g. ifinsufficient funds, then user will be prompted to go to cashier). Forexample if the user selects the direct favorite “Poker Cash GamesCash>Pot-Limit Omaha>$0.10/0.25 PL,” then the user will be automaticallytaken to a poker cash game, pot-limit Omaha where the “blinds” are $0.10and $0.25. The user chooses the amount of his “buy-in” and sits down andmay begin playing.

5.3. AutoSeat Favorites

A mobile networked gaming system may include an automated seating option(or “AutoSeat” feature”) of said mobile game client application capableof receiving and storing personal preference information, including butnot limited to a game category, a specific game type, stakes, and anamount of money to be taken from a player's account when seating aplayer, and for seating a player at a table in accordance with saidstored personal preference information. AutoSeat favorites are those ofthe type where the user has selected an AutoSeat option and alsoprovided some more information, and is then automatically seated and“bought-in” when the user chooses this option. For example, if a userhas the AutoSeat option selected on a No-Limit Hold'em table, havingblinds of $1/$2, and a user buy-in of $200, then once the user signs onhe will automatically be taken to a No-Limit Hold'em table, havingblinds of $1/$2 and the user will be bought-in for $200 automatically. Agoal of the AutoSeat functionality is to get users seated more quicklyon a table. Furthermore, the AutoSeat feature is meant to ease some ofthe burdens created by gaming applications on mobile devices. Forexample, the user may normally have to navigate through a plurality ofscreens before sitting at a game table. This processing-intensivenavigation may take a considerable amount of time to complete, or maycause the mobile device to freeze or time-out.

The AutoSeat feature may be chosen automatically by the system usinghand history, saved settings, or an automated procedure using certainassumptions. When the AutoSeat feature is chosen automatically by thesystem, some amount of money (calculated by the system based on personalgaming history) may be taken from the user's account when the player isseated at a table.

Also, the AutoSeat feature may be manually selected by a user. Referringto FIG. 6, there are approximately nineteen steps required to open agaming application and sit at a table with cash. The approximatelynineteen steps may include: 1. Select game group (e.g. Cash games), 2.Select game type (e.g. Limit Holdem), 3. Select stakes (e.g. $5/10), 4.Select filter to limit choice of tables, 5. Sort table list by specificcolumn, 6. Scroll table list, 7. Find free table, 8. Highlight table, 9.Select table, 10. Open table, 11. Check of logged-in, 12. Check if seatfree, 13. Check if enough money/points for buy-in, 14. Time-out forsitting down, 15. Check blinds at table, 16. Geographic preference tosit, 17. How much money to take to table, 18. One or more players attable, and 19. Wait for blinds. In contrast to the nineteen step processdescribed herein and depicted in FIG. 6, the AutoSeat feature allows forseating at a table using only one step: signing on.

The main motivators for the AutoSeat feature are to (1) assist users ingetting a table of their choice in a large, dynamic, and quickly movingdata set of tables or games, (2) make the seating process moreconvenient for user, (3) use history and stored information to overcomeambiguous situations on the way to getting seated, (4) apply the serviceto a number of frontends/interfaces from which the user might beaccessing the networked gaming system, (5) and seat a player at a tablewhile putting a relatively small burden on a mobile device's limitedmemory and processing capabilities.

The AutoSeat feature may be either backend- or frontend-driven. The bestcase is a mixture with backend storing the user's preferences and thefrontend executing the query through the application programminginterface.

In accordance with the above description, once a user has choosen aFavorites option 33, as seen in FIG. 3, a new screen may be displayedfrom which the user may select and manage favorites. FIG. 5 is anembodiment of a new screen that opens when a user selects a Favoritesoption 33.

Naming conventions may be used to identify favorites. The following areexamples of naming conventions and structures that may be taken forpoker and casino games:

Poker Cash Games: Cash>Pot-Limit Omaha>$0.10/0.25 PL Poker JackpotTables: Holdem>Bad Beat Jackpot>$15/30 Poker TournamentsTournaments>Regular

Poker Sit&Gos: Sit&Go's>Steps>2-Table StepsPoker Play Money Games: Play>Pot-Limit Hold'em>50/100 PL

Casino: Cash Cruise Slots, Kanga Cash Video Poker

The structure of the favorites menu may be either in a one-level list,or as a multiple-level (i.e. sub-levels) list. FIG. 5 shows a favoriteslist as a one-level list. Several choices may be available from thisfavorites menu. There may be an “Add a Favorite” option 51, a “Manage MyFavorites” option 52, an AutoSeat On/Off option 53, and zero or moreselectable favorites 54.

When opening the mobile gaming application, the favorites associatedwith a user's account are read from the existing favorites list of theuser. If no favorites exist, the favorites list may be empty. If theAutoseat On/Off option 53 is set to “On,” then the user will beautomatically seated at a table corresponding to an AutoSeat favorite.Since favorites may be stored across brand-specific client applications(distinct game client applications operated by the same mobile networkedgaming system operator), favorites may be added from each brand-specificclient application. If upon attempted addition of a favorite it isdiscovered that it already exists as a favorite, then the existingfavorite may just be over-written.

In the case of adding a favorite, especially an AutoSeat favorite, uponchoosing an “Add a Favorite” option 51, a separate screen may open upwhere the user may select more criteria. In order to ensure that thetable/seat that the AutoSeat feature selects is to the user's liking,more search criteria may be selected in addition to simply selecting thegame type and stakes. Some of the possible narrowing criteria may be:Game group (e.g. Cash Games, Jackpot Tables, Sit&Go, and Play for Free),Game Type (e.g. NL Holdem, Limit Holdem . . . ), Stakes (e.g. 5/10,10/20 . . . ), Seats at Table (2, 6, 10), Players at table (e.g.Number=X, X or more, X or less), Waiting (Waitlist OK, Waitlist not OK),Hands per hour (e.g. Number=X, X or more, X or less), Average pot (e.g.Number=X, X or more, X or less), or Buy-in (Min. buy-in, Normal buy-in,Full balance).

AutoSeat favorites automatically select a game table for the user, openit up, buy-in, and sit the player down. AutoSeat is a direct favoritewith additional data and procedures to directly sit down on a table and“buy-in.” The logic of table selection in the AutoSeat feature may betaken and modified from the existing Waitlist functionality.

Referring to FIG. 7, after choosing a Direct or AutoSeat Favorite, theprocess of seating a player follows the sequence: Connected 71->Tablesavailable 72->Free tables available 73->Buy-in 74->Sit Down 75.

If the mobile networked gaming system or wireless connection 71 is notoperational, then the standard error popup will be displayed in case auser loses connection.

If currently no tables are available 72 in the selected game type/stakecombination (e.g. No-Limit Hold'em $5/10), a popup will come up tellingthe user “There are currently no tables available in [GAMETYPE]/[STAKE]. Please try other [GAME TYPE] tables.” When clicking onthe OK button, the popup closes and the user will be taken to the [GAMETYPE] category, which includes tables from all stakes. [GAMETYPE]/[STAKE] combinations are applicable for live games and Sit&Go's(which use Buy-ins).

If currently no tables are available 61 in the selected game group (e.g.Cash Games), a popup will come up telling the user “There are currentlyno tables available in [GAME GROUP 1]. Please try [GAME GROUP 2].” with[GAME GROUP 1] being the game group he is looking for and [GAME GROUP 2]being the other available game group (game groups are Cash and Play).When clicking on the OK button, the popup closes. The user will stay inhis current lobby selection.

Refining criteria can be used to filter for a table of choice.Independent of the game type or stake, these filters may have specialbehaviors if no table is found with the exact criteria.

For the refiner “Average Pot Size,” the criteria may be: “X or more” or“X or less.” If the selected average pot restriction does not retrieveany tables, but tables with other values are available, a popup may comeup saying “We did not find any tables with avg. pot [SELECTED VALUE] or[SELECTED CONDITION, LESS OR MORE].

However we found similar tables with different avg. pot values. Pleaserepeat your search again after a few seconds, or take a look at theother tables we found.” Clicking on “Try again” may trigger anotherlookup for the exact criteria again. “View other tables” will just openthe according game types/lobby and let the user manually go through thetables.

A refiner for Sit-and-Go tournaments is the buy-in amount. If theselected buy-in value does not retrieve any tables, but tables withother values are available, a popup will come up saying, “We did notfind any tables with a [BUY-IN] buy-in, however we found similar tableswith different buy-ins. Please repeat your search again after a fewseconds, or take a look at the other tables we found.” Clicking on “Tryagain” may trigger another lookup for the exact criteria again. “Viewother tables” will just open the according game types/lobby and let theuser manually go through the tables.

For the refiner “Hands per hour,” the criteria may be: “Number=X,” “X ormore,” or “X or less.” If the selected hands per hour restriction doesnot retrieve any tables, but tables with other values are available, apopup will come up saying “We did not find any tables with avg. pot[SELECTED VALUE] or [SELECTED CONDITION, LESS OR MORE]. However we foundsimilar tables with different hands per hour values. Please repeat yoursearch again after a few seconds, or take a look at the other tables wefound.” Clicking on “Try again” will trigger another lookup for theexact criteria again. “View other tables” will just open the accordinggame types/lobby and let the user manually go through the tables.

Similar messages to those above may pop up if other search criteria arenot met, but similar tables are available. Also, if the user uses acombination of criteria for auto-seating and does not get any tables,the system may loosen the above criteria one by one in a pre-definedorder and check again for availability.

A differentiation in handling a search for free tables 73 will berequired for users which are willing to be put on a wait list and userswho do not. This preference may be set when adding/changing a favorite.The following Table 1 lists possible scenarios based on the assumptionthat the system does not find any free table based on the selectionsdone. As mentioned above [STAKE] can be understood as stake, blinds orbuy-in, depending on game type.

TABLE 1 Use Case/Criteria Behavior with Waitlist on Behavior withoutWaitlist [GAME TYPE]/[STAKE] If all [GAME TYPE]/ Popup comes up tellingthe user combination, [STAKE] tables are full, the system “Currently all[GAME TYPE]/ e.g. Limit Hold'em picks the table with the shortestwaitlist, [STAKE] tables are full. Would you $5/10 opens it andautomatically signs the user like to join the waitlist at the table intothe waitlist (see below mockup 2). The with the shortest waitlist?”standard behavior of the client takes over. When clicking on the “Get onIf there are multiple tables with the same Waitlist” button, the popupcloses short waitlist, the first table by alphabet and the user will betaken to the will be taken. table with the shortest waitlist andautomatically included on the waitlist (see mockup 2). The standardbehavior of the client takes over. When clicking on “No, check again.”the query will be repeated. When clicking on “Cancel” the user will betaken back to where he was. [GAME TYPE], Same behavior as with [GAMESame behavior as with [GAME e.g. Limit Hold'em TYPE]/[STAKE] tables.TYPE]/[STAKE] tables. [GAME GROUP], Same behavior as with [GAME Samebehavior as with [GAME e.g. Cash games TYPE]/[STAKE] tables.TYPE]/[STAKE] tables. Avg Pot (“X or more”, Same behavior as with [GAMEPopup comes up telling the user “X or less”), TYPE]/[STAKE] tables.“Currently all tables with avg. pot e.g. “$20 or more” [SELECTED VALUE]or [SELECTED CONDITION, LESS OR MORE] are full. Would you like to jointhe waitlist at the table with the shortest waitlist?”. When clicking onthe “Get on Waitlist” button, the popup closes and the user will betaken to the table with the shortest waitlist and automatically includedon the waitlist. The standard behavior of the client takes over. Whenclicking on “No, check again.” the query will be repeated. When clickingon “Cancel” the user will be taken back to where he was. Buy-in (STTs),Same behavior as with [GAME Same behavior as with [GAME e.g. 1-Table $11TYPE]/[STAKE] tables. TYPE]/[STAKE] tables. This behavior is applicableDifferent message: for Real and play Money. “Currently all tables with a[BUY- IN] buy-in are full. Would you like to join the waitlist at thetable with the shortest waitlist?” This behavior is applicable for Realand play Money. H/hr (“X or more”, “X Same behavior as with [GAME Samebehavior as with avg. pot or less”), TYPE]/[STAKE] tables. tables. e.g.“46 or more” Different message: “Currently all tables with [SELECTEDVALUE] or [SELECTED CONDITION, LESS OR MORE] H/hr are full. Would youlike to join the waitlist at the table with the shortest waitlist?”Seats (2, 6, 10), Same behavior as with [GAME Same behavior as with avg.pot tables. e.g. 6 table TYPE]/[STAKE] tables. Different message:“Currently all tables with [NUMBER] seats are full. Would you like tojoin the waitlist at the table with the shortest waitlist?” Status inSTTs N/A, STTs not offering Same behavior as with avg. pot tables.(Registering, Level 1, Wait list Different message: “Currently no STTsFinished, . . .) with your preferences are available at the moment.Please wait 1-2 minutes and check again, if tables are available.”. Whenclicking on “Check again.” the query will be repeated. When clicking on“Cancel” the user will be taken back to where he was. Players (“X ormore”, Same behavior as with [GAME Same behavior as with avg. pottables. “X or less”), TYPE]/[STAKE] tables. Different message:“Currently all tables e.g. 7 players with [SELECTED VALUE] or [SELECTEDCONDITION, LESS OR MORE] players are full. Would you like to join thewaitlist at the table with the shortest waitlist?”

For combinations of above criteria, if the user uses a combination ofcriteria for auto-seating and does not get any free tables, the systemmay loosen the above criteria one by one in a pre-determined order andcheck again for availability.

If a free table fitting the exact filter of a user is found, the userwill be taken to the table. If more then one table fitting the exactfilter of a user is found, then a random selection may be used to pickthe table. After above selection criteria have been run through and atable been found, the table will be directly opened. Even if issuesarise during sitting down, the table should be open to give the usermore incentive to proceed towards taking a seat. An immediate check ofproper login information or sufficient balance could be done when theuser triggers the direct or AutoSeat Favorite, but is not chosen as itis deemed to be more important to open the table and with this give theuser a graphic incentive to proceed until he sites down.

To buy-in 74 for Direct Favorites the user will take over to sit down(i.e. buy-in manually). For the AutoSeat feature, the followingthree-step seat-taking procedure may be triggered.

Step 1: Logged in? If the user is not logged in yet, he will get thelogin dialogue for login. After successful login the user willautomatically get seated. In case the user has either Auto-Loginactivated and/or “Remember me,” the login will be done automatically bythe system, so the user does not have to.

Step 2: Play Money vs. Real Money user. If the system detects a PlayMoney user trying to log into a Real Money game, the standard handlingis being triggered, of a popup being displayed to the user.

Step 3: Buy-in. There may be three or more different buy-in criteria,including “Minimum buy-in,” “Normal buy-in/Full balance,” or “FixedBuy-in/Tournament.” If the user does not have enough money in hisaccount to meet the minimum buy-in criteria, an error message will betriggered, as seen in FIG. 8.

After that popup, the buy-in window will open and the user would berequired to go to the Cashier and increase his balance. In case the userselected the Minimum Buy-In option, and he has the according amount inhis account, he will get seated properly, the minimum buy-in deductedfrom his balance and added to the table and the user may start playing.

For the “Normal buy-in/full balance” option, if the user does not havethe specified buy-in amount but at least the minimum buy-in, a popupwill appear with the message “You have [USER'S BALANCE] in your account.Please specify how much you want to take to the table.” When clicking onOK the user may be taken to the buy-in dialogue where he may specify hisbuy-in. After that popup the buy-in window will open and the user wouldbe required to go to the Cashier and increase his balance.

For the “Fixed buy-in (tournaments)” option, in the user will be seated,if he has sufficient funds in his account. In case he does not, a popupmay appear: “You do not have sufficient funds in your account. Pleasecome back with the appropriate number of chips.” When clicking on OK theuser will get directed to the buy-in dialogue where he can go to thecashier.

To sit down 75, the user may have selected a refiner “Players per seats”which may refine the search based on the number of seated players at agiven table taken as a ratio of the total number of seats at the table.Possible criteria for this refiner are: “Ratio=X,” “X or more,” or “X orless.”

With tournaments (especially Sit-and-Go tournaments), a concern is thateven if a table is listed as available, in the time it takes a user tonavigate to the table, sit down, and buy-in, the table has already beenfilled because of the large number of players trying to access that typeof game. This may happen multiple times in succession, and the user maybecome frustrated and decide to refrain from playing. The AutoSeatfeature will help remedy this problem.

If the status of a tournament has changed from Registering to any otherstatus (e.g. Level 1, or first level of play), the system shouldautomatically look for a new tournament/table. To avoid the user losinga seat while the system is seating him, the seat should be reserved bythe system at the point the free seat is found.

5.4. Manage/Remove Favorites

FIG. 9 is an embodiment of a screen display following the selection of a“Manage My Favorites” option 52, as seen in FIG. 5. Referring to FIG. 9,a user can remove 91 a favorite, move a favorite up 92, move a favoritedown 93, or edit 94 a favorite from this screen. Favorites may beorganized in a hierarchy, as seen in FIG. 9, such that the system willsearch for preferred favorites before searching for other favorites.Favorites lower in the hierarchy may be used by the system to seat aplayer only if higher favorites are not available. A user may move afavorite up 92 or move a favorite down 93 to position the user'sfavorites in the desired order.

Furthermore, a favorite may be selected to be an “AutoSeat” favorite.This is indicated by an AutoSeat radio button 95. For example, in FIG.9, the game “Poker>Cash>Limit Holdem>$5/10” is selected to be anAutoSeat favorite, as indicated by the AutoSeat radio button 95. In thecase where are AutoSeat favorites are disabled altogether, then theAutoSeat radio button may not appear on this screen.

While a favorite is highlighted 22, the user may edit the selectedfavorite by the selecting Edit this Favorite 94. Choosing to edit afavorite's settings may take the user to another screen, as seen in FIG.10. In FIG. 10, a user is editing the settings for a game“Poker>Cash>Limit Holdem>$5/10”. Several editable favorites options 100may be displayed. The favorites options that appear may be dependant onwhat game is selected. In embodiment shown in FIG. 10, the editablefavorites options 100 are Seats, Players, Hands per hour, Average Pot,Waiting, AutoSeat, and Buy-in. Other favorites may be displayed, aswould be obvious to those having ordinary skill in the art. The user canchoose Save Changes 101 to save the changes made to the settings forthis favorite and may be taken back to the previous screen (FIG. 9) andmay edit another favorite. The user may discard changes by choosingCancel 102.

FIG. 11 is an embodiment of a screen following the selection of an “Editthis Favorite” option 94 (FIG. 9) but for a casino game rather than apoker game. Different favorites options 100 are shown because of thedifferences in games. Again, a Save Changes 101 and Cancel 102 optionsare available.

D. Game Selection

Referring back to FIG. 3, rather than choosing to use a favorite orAutoSeat, a player may choose to select a game manually via a “Play forReal” option 31 or a “Play for Fun” option 32.

1. Play for Real

A user may choose to play a game for real money by choosing the “Playfor Real” option 31, as seen in FIG. 3. If the user is logged into amobile game client application, like for example, a mobile poker gameclient application, then poker games may be accessible through the Playfor Real option 31.

Furthermore, if a mobile networked gaming system wherein at least onemobile game client application lobby is associated with each of aplurality of mobile game client applications, and wherein if a givenmobile game client application is installed, the associated mobile gameclient application lobby may be opened from one or more mobile gameclient applications. For example, if a mobile game client applicationoperator operates a plurality of game client applications (i.e. a casinoclient, a poker client, a backgammon client, etc.), then it may bepossible for a user to be able to access each of the clients via thePlay for Real option 31. It may be further possible to have linksavailable to the user to download other brand-specific mobile gameclient applications offered by the operator. Also, in accordance withthe present invention, a mobile networked gaming system wherein when anytwo of said mobile game client applications are designated as client Xand client Y, when either client X or client Y is installed, acorresponding lobby X or lobby Y may open from the mobile game clientapplication, when both clients X and Y are installed, a lobby which waslast open when the application was running the last time may be openedfrom the mobile game client application, and when no client isinstalled, a predetermined lobby may be opened from the mobile gameclient application. For example, if a user has either poker client or acasino client installed (but not both), then the corresponding lobby maybe opened for the game client application. If a user has both a pokerand a casino client installed, either lobby may be accessible for thegame client application, preferably the last lobby that was open.Finally, if a user has neither a poker nor a casino client installed, apredetermined lobby may be open, like for example a news or eventslobby.

Referring to FIG. 12, a poker lobby is shown following a user selectionof a Play for Real option 31 of a mobile poker client application. Amobile poker lobby may have the same characteristics as a brand-specificPC-based client poker lobby with the difference of the dimensions. Thesame error case handling can be applied as well. For easier access tothe tables of choice in the limited dimensions of the mobile gamingdevice, filters 120 may be used. A top-level filter 121 may containbroad categories such as: Cash Games, Jackpot Tables, Sit & Go,Tournaments, Tournament Events, or Play for Free, as shown in FIG. 13.Second level navigation items 122 match the secondary navigation in thebrand-specific client poker lobby, e.g. the “Cash Games” top-levelsection may include Hold'em, Omaha, Stud and other games, as shown inFIG. 14. A third level 123 may contain the stakes as a refiner, e.g.All, $5/10, $10/20, etc, as shown in FIG. 15.

When changing the filters, the selection change may be processedrequested immediately; thus a submit command (i.e. a “Run Filters”button 125 (FIG. 12) may not be required). The order of filtering isfrom first to third level descending, i.e. the top-level selectioninfluences the second level, which influences the third level, whichinfluences any other levels there may be. If the user changes thetop-level navigation 121, both second level navigation items 122 andthird level 123 may change. Initial selection in the Poker lobby may be:Cash Games >Limit Hold'em >$100/$200.

Referring to FIG. 12, vertical or horizontal scroll bars 126 will enablethe user to quickly scroll up and down the table list and also to theright (via horizontal scroll bar, not shown), in case his window is notwide enough to display all columns. Default position of the list windowwill be top left of the list. The scroll bar 126 will have the samefunctionality as other standard scrollbars. In case the table list isshorter then the window, the scroll bar 126 vanishes.

There may be a full table filter 124: a radio button will let the userhide or show full tables. By default the button may be pressed and say“Show full tables? NO”. In this case, full tables are being hidden. Ingeneral, all of the same filters as available in the main client shouldalso be possible in a mobile networked gaming client application.

If there are no results available in the table list, the table list maybe empty, just showing one entry messaging “No tables available. Use thefilters to find other games or check back at a later point. If tablesexist, but are not being shown due to an active full table filter, thefull table filter button 124 deactivates and the tables will be shown,even if full. The button setting is remembered and as soon as the userchanges the selection, the button jumps back to its settings. Allfields/columns can sort the table list the same way as currently a pokerclient lobby does. Sorting will be ascending/descending fashion,following the same behavior a poker client lobby has. As seen in FIG.16, the column “H/hr” 140 (hands per hour) has been selected and theavailable tables are sorted in descending order relative to hands perhour. Selecting the H/hr 140 again may change the sorting for descendingto ascending order.

Referring to FIG. 16, a user may use the keys of the mobile device tomove the highlighted 22 table up or down. When a table is highlighted22, a “See Table Info” button 141 may appear. Also, a “Go To Table”button 142 may appear. Selecting the See Table Info button 141 may opena new “window” visible as if above the other text on the screen, as seenin FIG. 17. This new window may contain more detailed information aboutthe selected table, such as the usernames of the seated players and howmuch money each has at the table. Several options may be available,including “Open Table” 151, “Join Waitlist” 152, or “Cancel/Go Back”153. If a user highlighted a table, which he is already sitting at, the“Open” button 123 will de-activate. The “Waitlist” button 124 lets theuser join a waitlist for a table.

Referring back to FIG. 16, the rules defined for the “Go to Table”button 142 apply to the “Open Table” option in FIG. 17 in theinformation menu. Selecting either “Open” button will cause the user toenter the table. In case he is already on the table (means, the table isopen), playing or not, the table will become active, i.e. jumping in thefront of the screen. Clicking on the “Join Waitlist” option 152 (FIG.17) the user will enter the table's waitlist. In case he is already onthe waitlist, the button will be inactive and a small icon will bemessaging the fact and he will have the option to unjoin.

Navigation, selection, and access to the table happens in the mobilegaming application lobby. From there the table picks up the process.This implies the fact that a poker table does not need a poker clientopen to play. After the user double-clicked or opened a table, the tableopens up so the user can watch the table. If the user wants to take aseat, buy-in, and any other features are being taken over by theexisting table functionality. As is the present case, at this point theblocked country list will be enforced.

Referring to FIGS. 18-19, for tournament poker tables, the fields “ID”,“Date”, “Name”, “Game”, “Buy-In”, or “Plr” (Player) may be displayed inthe table list. Tournaments which are not accessible anymore to the usermay display in grey color, or not at all. A tournament may also belisted with a grey color if it is either a full tournament or atournament that has already started and does not offer a late buy-in.Tournaments for which the user has already registered for may bedisplayed in bold and feature an icon messaging confirmation andregistration, like a checkmark 161.

Tournament filter buttons 162 may allow let the user to hide or showspecific tables. These filter buttons operate similarly to those ofother poker filters.

All fields in the table list can sort the table the same way ascurrently a poker client lobby does. Sorting will beascending/descending fashion, but following the same behavior a pokerclient lobby has.

Referring to FIG. 18, selecting a “Tourney info” option 162 for aspecific tournament may open a new window, like that shown in FIG. 19.This new window may show more detailed tournament information, such asthe tournament ID, the tournament's status, its start time, game type,buy-in, or the number of players registered or playing.

Also a “Register” button 164 lets users register for a tournament afterselecting it. If a user highlighted a tourney, which he is alreadyregistered for, the “Register” button 152 will de-activate and a smallicon checkmark 161 may be messaging the fact in the table list.

Referring to FIG. 20, a user may choose to play on a different mobileclient application offered by the operator, like, for example a mobilecasino client. FIG. 20 shows a mobile casino client lobby. For easieraccess to the games of choice in the limited dimensions of a mobiledevice, filters along the current casino navigation are used. Thetop-level navigation 171 may contain such general categories of gamesas: Slots, Roulette, Video Poker, Blackjack, Caribbean Stud, Let ItRide, etc, as shown in FIG. 21. The second level navigation 172 maycontain the actual games, e.g. Sweet Hawaii, Cash Cruise, Super FortuneWheel, etc, as shown in FIG. 22. When changing the filters, theselection change may be requested immediately; i.e. a submit button isnot required. The default filter values may be the first selection incase the user never changed the selection before. If the user changed aselection before, the default value may be the previous selection, whenthe user comes back to that drop-down.

2. Play for Fun

Referring to FIG. 3, a user may choose a “Play for Fun” option 32,rather than a “Play for Real” option 31. Choosing a “Play for Fun”option may give the user the same general choices for game play, exceptall the games will be for play money. As is generally the case with playmoney gaming applications, when a user exhausts all of his play money,more is deposited into the user's account at no charge.

E. Messaging

The mobile networked gaming system of the present invention wherein theserver is capable of sending information to the mobile game clientapplication. This information may include an informative message or apromotional message from the game server to users of a mobile gameclient application. The messages sent to the game client application maybe simply informational, for example “Tournament X, for which you areREGISTERED, is scheduled to start in 5 minutes.” Also, the messages maybe promotional, for example “25% deposit bonus if you reload youraccount within 2 weeks.” The information (i.e. messages) sent from theserver to the mobile game client application may be in the form ofpop-ups that appear on the screen of the mobile device, similar to themessage shown in FIG. 16 b. The pop-ups may appear for several secondsand then disappear. There may also be an section in the “My Account”option 38 (see, FIG. 3), wherein a user may view a log of messagesreceived from the server.

While the foregoing written description of the invention enables one ofordinary skill to make and use what is considered presently to be thebest mode thereof, those of ordinary skill will understand andappreciate the existence of variations, combinations, and equivalents ofthe specific exemplary embodiment and method herein. The inventionshould therefore not be limited by the above described embodiment andmethod, but by all embodiments and methods within the scope and spiritof the invention as claimed.

1. A mobile networked gaming system operable on a mobile phone orwireless device wherein a mobile game client application connects aplayer to a server, said mobile networked gaming system comprising: atleast one game server; at least one game table hosted on said gameserver; said game server providing game operations and displays fortransmission to said mobile game client application; said displaysincluding at least one lobby screen display from which a player canmanually request to be seated at one or more of a plurality of virtualgame positions in one or more of a plurality of multi-player orsingle-player games; and a selectable automated seating option forautomatically seating a player at one or more of a plurality of virtualgame positions, wherein a player is directly seated when the playerlogs-in to the mobile networked gaming system.
 2. A mobile networkedgaming system according to claim 1, wherein said automated seatingoption of said mobile game client application is capable of receivingand storing personal preference information, including but not limitedto a game category, a specific game type, stakes, and an amount of moneyto be taken from a player's account when seating a player, and forseating a player at a table in accordance with said stored personalpreference information.
 3. A mobile networked gaming system according toclaim 1, wherein at least one mobile game client application lobby isassociated with each of a plurality of mobile game client applications,and wherein if a given mobile game client application is installed, theassociated mobile game client application lobby may be opened from oneor more mobile game client applications.
 4. A mobile networked gamingsystem according to claim 1, wherein said at least one lobby screendisplay is accessible by the mobile game client application without aplayer logging-in to the mobile game client application.
 5. A mobilenetworked gaming system according to claim 1, wherein when any two ofsaid mobile game client applications are designated as client X andclient Y, when either client X or client Y is installed, a correspondinglobby X or lobby Y may open from the mobile game client application,when both clients X and Y are installed, a lobby which was last openwhen the application was running the last time may be opened from themobile game client application, and when no client is installed, apredetermined lobby may be opened from the mobile game clientapplication.
 6. A mobile networked gaming system according to claim 1,wherein said automated seating option of said mobile game clientapplication is further selectable by the mobile networked gaming system,whereby personal gaming history, including but not limited to a gamecategory, a specific game type, stakes, or an amount of money that aplayer commonly plays, may be recorded by the mobile networked gamingsystem and a player may be taken directly to a table, upon logging intothe system, in accordance with the recorded personal gaming history of aplayer.
 7. A mobile networked gaming system according to claim 6,wherein based on the personal gaming history of a player, some amount ofmoney may be taken from a player's account when seating a player, suchthat the player is seated with said amount of money usable for gameplay.
 8. A mobile networked gaming system according to claim 1, whereinthe server is capable of sending information to the mobile game clientapplication.
 9. A networked gaming system according to claim 8, whereinsaid information may include an informative message or a promotionalmessage from the game server to users of a mobile game clientapplication.